Hi Tomas,
What synthisizer do you using wile developing mota?
sevgiler saygilar
- Original Message -
From: Pitermach piterm...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 10:42 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
I know
Hi,
The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi
voices out there. There is another one, Rachel I think it is, that
sounds better than Heather.
On 2/2/11, burakyuksek burakyuksek...@gmail.com wrote:
: Wednesday, February 02, 2011 8:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi voices
out there. There is another one
Hi Liam,
The choppiness could be processor speed and/or ram. When I run the
game on my laptop that has a 3.6 GHZ processor it isn't too bad. When
I load the game on an older 1.2 GHZ desktop, the one that recently
died, it is kind of slow and choppy. This only really started once I
stuck the 44100
] On
Behalf Of Thomas Ward
Sent: Wednesday, February 02, 2011 8:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
The synth used in Mysteries of the Ancients is Accapela Heather. In my
opinion the Accapela voices are some of the most human sounding Sapi
voices
: Re: [Audyssey] MOTA Last Minute Comments
It's because he's using the actual Greek spelling I believe, which is
Kerberos.
We are the Knights who say...Ni!
- Original Message -
From: Liam Erven liamer...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, February
On Tue, Feb 01, 2011 at 05:57:39AM +0200, Jacob Kruger wrote:
Off-hand, might think about calling a skeleton with a dagger
something like an assassin..?
[My Reply:]
Blade? Cutpurse? Footpad? I think Skeleton Thug would carry a
sap.
Michael
---
, February 01, 2011 5:39 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in skeleton mage and it says it like skeleton midge.
No wonder I hate synthetic speech. It doesn't know how to say anything
right
Hi Petr,
Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based on Australian singer Karen Jacobson's voice. If
you have ever heard Karen Jacobson talk the Sapi voice sounds quite a
lot like her actual voice. Although, the real Karen Jacobson sounds
better
. As for jill,
well, sounds very drunk to me. lol!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 10:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Petr,
Actually, in myopinion Scansoft
I actually like the accent.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 9:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Petr,
Actually, in myopinion Scansoft Karen is one
Yeah, like I said I don't mind the accent either.
- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
I actually like the accent
Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 3:23 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Petr,
Actually, in myopinion Scansoft Karen is one of the better Sapi
voices. It was based
PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
I don't like any accent in which R's are dropped and R's that don't belong
there are inserted. As examples, you should hear enter instead of
entuhh, or Pensylvania instead of Pensylvaniar.
---
Laughter is the best
...@sbcglobal.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 01, 2011 11:56 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
I don't like any accent in which R's are dropped and R's that don't belong
there are inserted. As examples, you should hear enter instead
Hi Charles,
Ummm..that sounds more like a southern accent rather than Australian. Grin.
On 2/1/11, Charles Rivard woofer...@sbcglobal.net wrote:
I don't like any accent in which R's are dropped and R's that don't belong
there are inserted. As examples, you should hear enter instead of
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Brian,
Sorrowfully that's English accents. Ya learn to live with them if you use
English synthesizers. Grin
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom, it's actually something of an irony. I've always been able to play
complex 2d games like Metroid Mega man and turrican, but one of the most
depressing experiences of my life was when I found at the age of about 14
Hi,
Actually, I think the reason you and others are so easily confused by
Shades of Doom etc isn't so much the levels are difficult, but it is
too easy to get turned around and accidently get lost. If you are
walking west along a coridor, get into a fight with an enemy, you
might end up walking
[mailto:gamers-boun...@audyssey.org] On
Behalf Of Arianna Sepulveda
Sent: Sunday, January 30, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
I agree, games like Shades of Doom, Audio Quake and Sarah and the Castle of
Witchcraft and Wizardry absolutely throw me
-
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, January 31, 2011 7:45 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
IT seems to me that if you are good at making a mental map of the world
around you, you should be able to handle one
well tom, there are also traps etc, sod has chambers that don't even
need you to access unless something exists.
I think its quite easy but I have played the game about 1000 times.
I plan to do a couple recordings of sod and gtc just for my way of
doing things.
maybe.
Hi,
Actually, I think
Hi,
I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
virtual om training might not be the best idea.
However, I am fairly good at general om
Hi Thomas,
I like
Skeleton Swordsman,
and
Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire?
Skeleton fire thrower?
Skeleton pyromaniac?
And what about a skeleton so large it just steps on you?
PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
I'm not sure about that. It seams to me a lot of people have problems
with Shades of Doom, Sarah, etc. I've never thought of them as very
hard, but still many others do have the problem. So using them for
virtual
, January 31, 2011 7:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Thomas,
I like
Skeleton Swordsman,
and
Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire
@audyssey.org
Sent: Tuesday, February 01, 2011 3:33 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Thomas,
I like Skeleton Swordsman,
and Skeleton archer,
But what do you call a skeleton that uses a dagger?
Skeleton cutter?
Skeleton BladeSinger?
And how about a skeleton that throws fire
Hi Phil,
Lol! That is a very good question. I have been wondering the same
thing actually. In some cases there isn't a good name for some of the
kinds of modified enemies I can create for MOTA. A Zombie with an iron
spear could be called an undead spearman or zombie spearman. However,
a zombie
Hi,
That might work. Unfortunately, Acapela Heather doesn't like the word
mage. I typed in skeleton mage and it says it like skeleton midge.
No wonder I hate synthetic speech. It doesn't know how to say anything
right.
That's actually one of my problems in producing MOTA. Acapela Heather
is a
: [Audyssey] MOTA Last Minute Comments
Hi Dark,
Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add
: Re: [Audyssey] MOTA Last Minute Comments
Hi,
Not to be picky but I'm not sure why you're replacing ps with bs and ts with
ds.
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Tuesday
: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Dark,
True enough. Strangely though when it comes to creating level maps in my
mind I can not for the life of me think of them in 2d. I suppose because
when I was sighted I saw
...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 9:59 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Charles,
Charles wrote:
Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game
Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 11:12 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Dark,
True enough. Strangely though when it comes to creating level
Hi Charles,
Yeah. Not only that but from a development point of view it is sort of
hard to add that degree of detail. I mean you have to design the
timing, difficulty, etc to be challenging but not too hard. To be
honest I'm wondering if I might have bit off more than I can chew.
Smile.
On
...
Best Regards,
Hayden
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, January 26, 2011 1:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom, it's actually something
I think we need more advanced elements and puzzles otherwise games we have will
remain to easy
On 25 Jan 2011, at 08:13, Thomas Ward wrote:
Hi everyone,
Okay, here is the deal. Beta 17 is almost ready for public release and
it may appear as early as Friday/Saturday barring any unforseen
Not too sure relevant at all, but in terms of randomisation closest would
really think you'd want to go is that on certain levels, the same
monsters/adversaries might want appear/arrive at different placements, but
that's about as far as would take it.
In terms of different jumping levels it
Hi Will,
Yeah, that goes without saying. The big picture here is how to balance
it out so it allows new/inexperienced gamers a serious chanse at
playing plus give advanced gamers like myself something worth buying
and continuing to play for some time to come. To give it replay value
that holds
Hi Thomas,
very interesting things you brought up there.
For me personally, the random enemies and items are not important at
all. I perfectly understand what you said about enemies fitting into a
plot and so on, and that is a lot more important for me at least. So, I
would say, just place
I'm in favor of taking out randomness.
I'm not overly concerned with scoring.
My biggest point in this email, though:
In the Tomb Raider games puzzles range from using a
specific lever/switch to unlock a door to more advanced puzzles like
jumping on certain pressure switches,hidden in the floor,
hi tom.
Ok, I aggree with you on the monsters thing.
There are 2 ways you could accomplish this.
1. have randomised monsters per location.
That is every location where monsters exist as is in the current
release can have randomised monsters, unless for example these don't
fit in which case you
well you could remove the randomised code while you test it and then
add it back in later if you cared to.
Issue is once people know where everything is then it won't matter if
you have the game or not.
At 09:43 p.m. 25/01/2011, you wrote:
Hi Will,
Yeah, that goes without saying. The big
Hi tom.
The chief reason I can see for random monsters, is to provide interest in
the rest of your game.
Gameplay wise Q9 scores over superliam in my book because while they have
basically the same formular, walk along left to right, jump holes, smack
stuff when close etc, q9 has randomly
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
My reply:
That's quite true, but my concern is actually translating some of
these complex
Hi Dark,
Dark wrote:
As to puzles and traps, how about an easy mode for compromise.
I'm not just thinking here of mucking about with game mechanics, but
of something
potentially plot specific which could provide audio help similar to
the eva in shades
of doom.
Say, on easy mode angela takes a
Hi Thomas,
I am not sure why you can not have random monsters and specific monsters.
The skeletons and other low level monsters should be random and show up
everywhere and on all levels.
But then you should have another specific monster class that shows up only
where and when you decide.
In the
Hi Shaun,
As I said in a prier e-mail doing that wouldn't really work. I could
never balance the game that way. Let me explain it another way.
Let's assume you enter the first room and you have a pistol with 15
rounds of ammo. There is a big ugly skeleton in their with a rusty
dagger in his
Hi Thomas,
Another suggestion about the placement of monsters.
How about no random monsters, so they are positioned exactly where you want
them.
But then have a random removal of those monsters function at the start of
each level.
Phil
---
Gamers mailing list __ Gamers@audyssey.org
If you
Hi Phil,
Phil wrote:
I am not sure why you can not have random monsters and specific monsters.
In the Sarah game, I decide which monsters show up on each level and
how many of them. Then I also adjust the number and type plus
adjusting their capabilities
before the level starts depending on
-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, January 25, 2011 5:07 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
Here are my thoughts:
As for randomized monsters and items, I have definitely experienced how
things can be unbalanced, and I would be OK with completely unrandomizing
things. Or, what about partial randomization? For example, you could only
allow skeletons and zombies on level 1, add in centaurs
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 1:20 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Phil,
Phil wrote:
I am not sure why you can not have random monsters and specific
Hi tom I personally preffer the randomness of the game, it keeps the player
on their toes and doesn't become boring to expect the same monsters in the
same places all of the time. I know of a few games where the monsters are
always in the same place and good though they are, a bit of
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only the standard gun as a weapon, with nothing else. Even on
easy
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
My reply:
That's quite true, but my
Hi Karl,
Thanks for the comments.
As for your comment about partial randomization that's part of the
problem. As I was explaining to Phil earlier when I added that random
code I didn't do it in such a way that would provide partial
randomization or take certain types of special conditions into
Hi Michael,
Michael wrote:
Just a short question about traps and items. What happened to such
things as the vanishing platforms to cross some traps instead of the
bridges
or bridges that only hold you for a time before breaking, and
something like the force fields or other timed traps in
Hi Damien,
You just hit upon one of my main concerns. Your definition and my
ddefinition of easy and hard is vastly different.
Below you explained that you have problems with games like Shades of
Doom where I have beaten it several times. I have even beaten it a few
times on the highest
as a developer as
well as my skills as a gamer.
Regards,
Damien.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 1:57 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Damien,
You
That to an extent is true Tom, but equally bare in mind that 2D is spacially
easier than 3D.
Many of the problems some people have with 3D are simply space
orientated, heck, if it weren't for good nav features in the gma engine
and terraformers I couldn't play them myself, and in fact
Hi Tom,
Just a couple things:
1. If you put an arcade mode in, can you have a high score server? I.E. We
could submit our high scores to scoreboards on the internet like with Pipe,
Troopanum, ETC, and compete with each other? If you can, I'd say definitely I'd
like an arcade mode. If you
Hi Thomas,
I think nere the firepits and other traps there should be monsters which are
random.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 25, 2011 8:43 AM
Subject: Re: [Audyssey] MOTA Last
: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
Ryan wrote:
As it stands now, you may be right, but I don't think that's a good reason
not to include such puzzles. If we keep the bar intentionally low, we'll
never teach people to jump higher.
My reply:
That's quite true, but my concern
12:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
well I don't mind if centors exist in one room, sod has been a
replayed over and over.
While its true some monsters are not random, items still are and I
still come back again and again.
same with gtc
it.
Regards,
Damien.
- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 25, 2011 11:02 PM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi,
Blankblock? If you can play Tank Commander you can play
list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only
Puzzles? Once solved, do they detract from the challenge and replay value?
A classic example of this is the first game put out by Bavisoft.
Traps? I like the way that Q9's pits are, in that you can still fall into
pits even with the muddy warning. Could it be possible to place a landing
Discussion list
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Tom,
since I have been there playing the game from your first Alpha onwards, I
have been with it from the start.
About random enemies/objects:
drop it. I have had that problem of encountering a centauer in the first
level with only
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10 scores and you try to
best your own score. Plus by having an arcade mode there are other
things we
: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I
Hi Charles,
Charles wrote:
Puzzles? Once solved, do they detract from the challenge and replay
value? A classic example of this is the first game put out by
Bavisoft.
My reply:
I don't think so. As long as there are more challenges besides the
puzzles in place there will be plenty to offer a
Hi Dark,
True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically think of things having 3d left, right,
up down,
I like the idea of trophies, very much.
-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Last Minute Comments
Date: Tue, 25 Jan 2011 22:17:24 -0500
Hi Ryan,
About arcade mode. Score
@audyssey.org
Sent: Wednesday, January 26, 2011 3:17 AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Ryan,
About arcade mode. Score servers and things like that is something we
can consider in the future. For now I was mainly thinking of a classic
arcade mode where it keeps track of your top 10
AM
Subject: Re: [Audyssey] MOTA Last Minute Comments
Hi Dark,
True enough. Strangely though when it comes to creating level maps in
my mind I can not for the life of me think of them in 2d. I suppose
because when I was sighted I saw everything in 3d so when I start
mapping things I automatically
Hi Dark,
Basically, I figure unlocking trophies etc is one good use for arcade
mode. In Guardian of Light you get certain points for performing
various things like time bonuses etc that all go towards unlocking
certain trophies and things like that. So if we add arcade mode this
would be the most
77 matches
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